/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifndef Spine_Skin_h
#define Spine_Skin_h

#include <spine/Vector.h>
#include <spine/SpineString.h>
#include <spine/Color.h>

namespace spine {
	class Attachment;

	class Skeleton;

	class BoneData;

	class ConstraintData;

/// Stores attachments by slot index and attachment name.
/// See SkeletonData::getDefaultSkin, Skeleton::getSkin, and
/// http://esotericsoftware.com/spine-runtime-skins in the Spine Runtimes Guide.
	class SP_API Skin : public SpineObject {
		friend class Skeleton;

	public:
		class SP_API AttachmentMap : public SpineObject {
			friend class Skin;

		public:
			struct SP_API Entry {
				size_t _slotIndex;
				String _name;
				Attachment *_attachment;

				Entry(size_t slotIndex, const String &name, Attachment *attachment) :
						_slotIndex(slotIndex),
						_name(name),
						_attachment(attachment) {
				}
			};

			class SP_API Entries {
				friend class AttachmentMap;

			public:
				bool hasNext() {
					while (true) {
						if (_slotIndex >= _buckets.size()) return false;
						if (_bucketIndex >= _buckets[_slotIndex].size()) {
							_bucketIndex = 0;
							++_slotIndex;
							continue;
						};
						return true;
					}
				}

				Entry &next() {
					Entry &result = _buckets[_slotIndex][_bucketIndex];
					++_bucketIndex;
					return result;
				}

			protected:
				Entries(Vector <Vector<Entry>> &buckets) : _buckets(buckets), _slotIndex(0), _bucketIndex(0) {
				}

			private:
				Vector <Vector<Entry>> &_buckets;
				size_t _slotIndex;
				size_t _bucketIndex;
			};

			void put(size_t slotIndex, const String &attachmentName, Attachment *attachment);

			Attachment *get(size_t slotIndex, const String &attachmentName);

			void remove(size_t slotIndex, const String &attachmentName);

			Entries getEntries();

		protected:
			AttachmentMap();

		private:

			int findInBucket(Vector <Entry> &, const String &attachmentName);

			Vector <Vector<Entry>> _buckets;
		};

		explicit Skin(const String &name);

		~Skin();

		/// Adds an attachment to the skin for the specified slot index and name.
		/// If the name already exists for the slot, the previous value is replaced.
		void setAttachment(size_t slotIndex, const String &name, Attachment *attachment);

		/// Returns the attachment for the specified slot index and name, or NULL.
		Attachment *getAttachment(size_t slotIndex, const String &name);

		// Removes the attachment from the skin.
		void removeAttachment(size_t slotIndex, const String &name);

		/// Finds the skin keys for a given slot. The results are added to the passed array of names.
		/// @param slotIndex The target slotIndex. To find the slot index, use SkeletonData::findSlot and SlotData::getIndex.
		/// @param names Found skin key names will be added to this array.
		void findNamesForSlot(size_t slotIndex, Vector <String> &names);

		/// Finds the attachments for a given slot. The results are added to the passed array of Attachments.
		/// @param slotIndex The target slotIndex. To find the slot index, use SkeletonData::findSlot and SlotData::getIndex.
		/// @param attachments Found Attachments will be added to this array.
		void findAttachmentsForSlot(size_t slotIndex, Vector<Attachment *> &attachments);

		const String &getName();

		/// Adds all attachments, bones, and constraints from the specified skin to this skin.
		void addSkin(Skin *other);

		/// Adds all attachments, bones, and constraints from the specified skin to this skin. Attachments are deep copied.
		void copySkin(Skin *other);

		AttachmentMap::Entries getAttachments();

		Vector<BoneData *> &getBones();

		Vector<ConstraintData *> &getConstraints();

        Color &getColor() { return _color; }

	private:
		const String _name;
		AttachmentMap _attachments;
		Vector<BoneData *> _bones;
		Vector<ConstraintData *> _constraints;
        Color _color;

		/// Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.
		void attachAll(Skeleton &skeleton, Skin &oldSkin);
	};
}

#endif /* Spine_Skin_h */
